My mods...

My mods...

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Orakio
Posts: 119
Joined: 25 Aug 2006, 16:41

My mods...

Post by Orakio »

Ok, I've done two things to learn.

Both plugins extend AA 2.11 P 2.0.5 so you will need AA 2.11 and P2.0.5. Neither are really complete, primarily I've just made them to teach myself the basics.

The first is an armed and armoured nanolathe tower. It has an aa rocket like the armrl and an ltt laser. It has a shorter build distance but slightly more build time. I have added it to the armcom's (commander)construction menu.

http://bdsm.kicks-ass.org/Spring/Orakio/mods/ATOWER.sdz

This includes the .bos file and uses s3o although could probably do with a dds texture instead :)



The second mod adds the TLL race from TLL 1.0.4 to AA2.11 Persh 2.0.5. At the moment the main problem with this is that there are missing textures. There's also balance which I actually don't really care about. The textures I could sort out but I know eventually I would just hit the 2kx2k limit so instead I'm trying to find an easy way of converting 3do to s3o.

http://bdsm.kicks-ass.org/Spring/Orakio ... LL0.32.sdz

Any comments would be welcome but I don't need testers. I know what most of the problems are, but if you know of any solutions sshare them.
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

(edited) shit I didn't read the first message really well :(
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You cant ignore balance, what happens if the core cna build a unti that totally pwns TLL untis with no defence or vice versa? It ruins the game and nobody plays TLL because of it and all go arm/core or they all go TLL.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Balence doesn't matter if the purpose of the mod is to make pretty screenshots and/or learn how to make mods in the first place. G/L on future efforts sir.
Orakio
Posts: 119
Joined: 25 Aug 2006, 16:41

Post by Orakio »

Well I'm making some simple scripts to help me do things like merge mods, making these have taught me about various dependancies. My little script can take a list of unit names from a mod and a path to the extracted mod and list the dependancies such as corpses, corpse objects, sounds, weapons, weapon sounds, unit pics, tracks, and copy them over to a new mod. It wouldn't be too hard to have a script that helps with balance by estimating unit strength by traversing the tree and listing things such as distances from the root in metal, energy, item constructions, build time, compared to health, speed, etc to produce a rough almost BMI like value for the unit. How even balance is something that can be tweak with until your hearts content once you have all of the dependancies in place.
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